Description:Despite spatialisation being essential for an overall VR audio experience, the way a sound designer actually designs sounds for giving proper feedback is even more important. This talk covers how a sound designer can bridge the semantic gap between the actual sound that can be measured and the sound being perceived and interpreted by human beings and how this relates to VR. It covers how to universally create a language in sound that everybody can understand, despite cultural differences and different backgrounds and make that work for your game.

Take AwayThis talk shows methods of a sound designer to create sounds to be universally understood by a game audience.

Audience Adressed: Developers, Students, Sound Enthusiasts

ATTENTION: while there will be standard headphones provided on site, we advise you to bring your own headphones if you plan on visiting Sound & SFX talks to guarantee the best possible experience!

Michael is a Sound Designer with 8 years of experience in sound designing and mixing for short and long format productions like commercials, television series and motion pictures. He has worked with movie production companies in Austria and done work for European and international... Read More →

Michael is a Sound Designer with 8 years of experience in sound designing and mixing for short and long format productions like commercials, television series and motion pictures. He has worked with movie production companies in Austria and done work for European and international... Read More →